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Exploring Self-regulation of More or Less Expert College-Age Video Game Players: A Sequential Explanatory Design
This study examined differences in self-regulation among college-age expert, moderately expert, and non-expert video game players in playing video games for fun. Winne's model of self-regulation (Winne, 2001) guided the study. The main assumption of this study was that expert video game players...
Autores principales: | , |
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Formato: | Online Artículo Texto |
Lenguaje: | English |
Publicado: |
Frontiers Media S.A.
2016
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Acceso en línea: | https://www.ncbi.nlm.nih.gov/pmc/articles/PMC5037963/ https://www.ncbi.nlm.nih.gov/pubmed/27729881 http://dx.doi.org/10.3389/fpsyg.2016.01441 |
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author | Yilmaz Soylu, Meryem Bruning, Roger H. |
author_facet | Yilmaz Soylu, Meryem Bruning, Roger H. |
author_sort | Yilmaz Soylu, Meryem |
collection | PubMed |
description | This study examined differences in self-regulation among college-age expert, moderately expert, and non-expert video game players in playing video games for fun. Winne's model of self-regulation (Winne, 2001) guided the study. The main assumption of this study was that expert video game players used more processes of self-regulation than the less-expert players. We surveyed 143 college students about their game playing frequency, habits, and use of self-regulation. Data analysis indicated that while playing recreational video games, expert gamers self-regulated more than moderately expert and non-expert players and moderately expert players used more processes of self-regulation than non-experts. Semi-structured interviews also were conducted with selected participants at each of the expertise levels. Qualitative follow-up analyses revealed five themes: (1) characteristics of expert video gamers, (2) conditions for playing a video game, (3) figuring out a game, (4) how gamers act and, (5) game context. Overall, findings indicated that playing a video game is a highly self-regulated activity and that becoming an expert video game player mobilizes multiple sets of self-regulation related skills and processes. These findings are seen as promising for educators desiring to encourage student self-regulation, because they indicate the possibility of supporting students via recreational video games by recognizing that their play includes processes of self-regulation. |
format | Online Article Text |
id | pubmed-5037963 |
institution | National Center for Biotechnology Information |
language | English |
publishDate | 2016 |
publisher | Frontiers Media S.A. |
record_format | MEDLINE/PubMed |
spelling | pubmed-50379632016-10-11 Exploring Self-regulation of More or Less Expert College-Age Video Game Players: A Sequential Explanatory Design Yilmaz Soylu, Meryem Bruning, Roger H. Front Psychol Psychology This study examined differences in self-regulation among college-age expert, moderately expert, and non-expert video game players in playing video games for fun. Winne's model of self-regulation (Winne, 2001) guided the study. The main assumption of this study was that expert video game players used more processes of self-regulation than the less-expert players. We surveyed 143 college students about their game playing frequency, habits, and use of self-regulation. Data analysis indicated that while playing recreational video games, expert gamers self-regulated more than moderately expert and non-expert players and moderately expert players used more processes of self-regulation than non-experts. Semi-structured interviews also were conducted with selected participants at each of the expertise levels. Qualitative follow-up analyses revealed five themes: (1) characteristics of expert video gamers, (2) conditions for playing a video game, (3) figuring out a game, (4) how gamers act and, (5) game context. Overall, findings indicated that playing a video game is a highly self-regulated activity and that becoming an expert video game player mobilizes multiple sets of self-regulation related skills and processes. These findings are seen as promising for educators desiring to encourage student self-regulation, because they indicate the possibility of supporting students via recreational video games by recognizing that their play includes processes of self-regulation. Frontiers Media S.A. 2016-09-27 /pmc/articles/PMC5037963/ /pubmed/27729881 http://dx.doi.org/10.3389/fpsyg.2016.01441 Text en Copyright © 2016 Yilmaz Soylu and Bruning. http://creativecommons.org/licenses/by/4.0/ This is an open-access article distributed under the terms of the Creative Commons Attribution License (CC BY). The use, distribution or reproduction in other forums is permitted, provided the original author(s) or licensor are credited and that the original publication in this journal is cited, in accordance with accepted academic practice. No use, distribution or reproduction is permitted which does not comply with these terms. |
spellingShingle | Psychology Yilmaz Soylu, Meryem Bruning, Roger H. Exploring Self-regulation of More or Less Expert College-Age Video Game Players: A Sequential Explanatory Design |
title | Exploring Self-regulation of More or Less Expert College-Age Video Game Players: A Sequential Explanatory Design |
title_full | Exploring Self-regulation of More or Less Expert College-Age Video Game Players: A Sequential Explanatory Design |
title_fullStr | Exploring Self-regulation of More or Less Expert College-Age Video Game Players: A Sequential Explanatory Design |
title_full_unstemmed | Exploring Self-regulation of More or Less Expert College-Age Video Game Players: A Sequential Explanatory Design |
title_short | Exploring Self-regulation of More or Less Expert College-Age Video Game Players: A Sequential Explanatory Design |
title_sort | exploring self-regulation of more or less expert college-age video game players: a sequential explanatory design |
topic | Psychology |
url | https://www.ncbi.nlm.nih.gov/pmc/articles/PMC5037963/ https://www.ncbi.nlm.nih.gov/pubmed/27729881 http://dx.doi.org/10.3389/fpsyg.2016.01441 |
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